I'm interested in this kind of experiments and I'd really like to know why you'd ban the following cards:
Apostle's Blessing (Really, I cant see why)
Delver (It's a powerful 1 drop but it's not really oppressing)
Emrakul AND Sylvan Scrying AND Expedition Map (Why ban the three of them?)
GoST (Powerful, but it's not hard to stop)
Kitchen Finks, Martyr of Sands (?)
Snapcaster, Bob and Goyf
Plating
Your approach seem to be to ban the best cards in every color and then some other stuff, and I can't say I see the reasoning behind the choices you make.
I like Shackles more than Blood Moon in the main since the format right now has so much red in it, but if you're not seeing a ton of burn, UR burn and UR Delver in your meta maybe Moon is ok (although in that case I would consider playing UR Delver instead). Either way 3 Blood Moons in the 75 is certainly too much IMO, and 1 certainly too few so I would definitely run 2.
Not playing Kiki seem good too, he's slow and too fragile, you're already not playing 4 Pestermites since she dies to everything so I don't see the point of running similar risks with a 5 drop. Snap seems like a good replacement, but I imagine you could play another Pestermite if you want to focus more on the combo, or at least be able to threaten combo more often.
Snare has always been a good card in Modern and while we're seeing less Jund it still has a ton of targets. I personally would run some, and I also can't really see the point of having them in the Sb once you decide you want them. I like Peek, but the format is pretty fast right now and I can't see myself spending one mana and one card for that effect, even if it does work well with Snaps.
I would try and find room for some relics in your sb. The deck already plays 4 remand to answer TC and DTT but being able to delay them with a relic seem like a good way to complement that and maybe free your remands for other things.
I would probably trim at least one Twister Image in your sb and play a Dispel there. If you end up moving the Snares to the main then you would have room for the second one plus one more card. That could be the relic I mentioned, EE or another big midrange threat (probably Batterskull) depending on what you expect to face of course.
A lot of these depends on what your meta looks like right now of course, so test a ton!
From Card Titan's site:
yeah, that seems awesome really. I've been thinking about adding green to the deck to run sylvan scrying. The mana base isn't so bad because the scrying help.
Well, thats a lot of planeswalkers. I'm done with main deck PWs in this deck for the foreseeable future, I think they're too slow and the meta has too much combo for them to be really useful.
Right now I'm playing this
4 Scalding Tarn
3 Arid Mesa
3 Tectonic Edge
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
1 Sulfur Falls
1 Glacial Fortress
2 Island
1 Mountain
1 Plains
3 Restoration Angel
2 Vendilion Clique
4 Cryptic Command
3 Mana Leak
3 Remand
3 Spell Snare
4 Lightning Bolt
3 Lightning Helix
3 Electrolyze
3 Path to Exile
2 Celestial Purge
1 Wear // Tear
1 Batterskull
1 Counterflux
1 Negate
2 Relic of Progenitus
1 Shadow of Doubt
1 Teferi, Mage of Zhalfir
1 Stony Silence
1 Wrath of God
1 Combust
1 Anger of the Gods
1 Spellskite
I'm running more remands and snares than Costa and the fourth Command instead of the one revelation, going down to 25 lands. It's likely that going up to 4 angels is right, and having access to Rev is good in long games, but I don't want to warp my deck around it. I haven't gotten to play much it yet, and won't be able to go to any decent tournament until next week, but I'm liking it so far.
With this list I feel I get to play the long control game pretty efficiently while having some meaningful hand interaction against combo with Clique plus being able to present a clock they have to answer at some point before turn 25.
I wouldn't run anything that fits that description unless it more or less wins you the game. Venser also needs you to have creatures in play to actually do something.
I've played both Elspeth and Gideon for quite some time. They are both good in the grindy matchups, which make a decent portion of the meta, with Gideon being a little better against Twin since they usually won't go for the combo without enough protection while he's on the field, netting you at least two turns in general.
I prefer Gideon since he's more flexible than Elspeth and a better topdeck in most situations. If you play him, be mindful of PtE and don't play into it. If you're playing Elspeth I generally like to make tokens so I don't get blown out by removal, specially the decay that's likely been rotting in their hand.
I feel like this is a problem shared between all the planeswalkers we can play, so I've gotten rid of them entirely but I've gravitated towards a more tempo focused build, so some may not consider that "true Control".
I would love a playable planeswalker packing something similar to Jace, AoT's -2, but I guess blue doesn't get to draw cards as much as it used to.
Mindcensor is great against Tron but not so much against Pod since they have better fliers than you and can usually remove it. I'd rather draw a card than get a decay out of their hand. Sometimes you do run it out T3 to stifle a Pod activation and it wins you the game, but I find it's not often enough. Really really good against Tron though.
Winning out of nowhere is of course pretty good, and most people won't put you on Kiki since there're so many different builds of UWR so there's still a surprise factor I've found.
Wall of Omens is better than I expected paired with Resto and Kiki, you usually get to dig pretty deep which is nice.
The mana didn't seem to be too problematic, although fetching the wrong land at any one point can really screw you up. Cascade Bluffs is the best land in the deck by far.
Blood Moon is a lot worse against this build too, since you only really need a Plains and 4 other lands to combo off.
The things that I don't like about it is that you're very rarely in control of the games so often you're trying to combo off as soon as possible while also being slower then most other decks in the format.
You very often don't get to a point where you can play Kiki with counter back up due to his high CMC, the deck's reliance in Mana Leak and the fact that he dies to everything.
In the match ups where Wall of Omens is just a cantrip it's really bad.
Kiki is obviously horrible both in multiples and alone, having it in your opening 7 is just terrible.
You can't easily close the games out with burn + snap since you're running less snaps and less burn. This is obvious, but is a big downside often when you can't combo out.
Getting your Cascade Bluffs tec edge'd is awful since it's what makes your mana base work a lot of the time. Fitting a second one may be a good idea, but removing a tec edge doesn't seem too good with Jund in the upswing.
I liked the deck but to me it doesn't seem better than the Control version with a couple of restos in it.
Most lists are pretty far from what Wafo played though.
Is he playing Cryptics? Didn't see any. Do we know how many kikis and angels he's in?
That probably means not running Think Twice though, which has the downside rickster_ mentioned above, but if you think you can afford to play Remand in your meta go for it.
Tron is on the down swing right now though, since it has an awful MU against Twin and Zoo, so unless anything changes it can probably be ignored·
I haven't tested the deck yet, but it seems interesting, although big garruk seems a little greedy. I think I'll try a MD Batterskull in it's place since it does something against zoo.